/*************************************************************************/
/*  plane.h                                                              */
/*************************************************************************/
/*                       This file is part of:                           */
/*                           GODOT ENGINE                                */
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/*************************************************************************/
/* Copyright (c) 2007-2016 Juan Linietsky, Ariel Manzur.                 */
/*                                                                       */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the       */
/* "Software"), to deal in the Software without restriction, including   */
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/* distribute, sublicense, and/or sell copies of the Software, and to    */
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/* the following conditions:                                             */
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/*************************************************************************/
#ifndef PLANE_H
#define PLANE_H


#include "vector3.h"

class Plane {
public:

	Vector3 normal;
	real_t d;


	void set_normal(const Vector3& p_normal);
	_FORCE_INLINE_ Vector3 get_normal() const { return normal; }; ///Point is coplanar, CMP_EPSILON for precision

	void normalize();
	Plane normalized() const;

        /* Plane-Point operations */

	_FORCE_INLINE_ Vector3 center() const { return normal*d; }
	Vector3 get_any_point() const;
	Vector3 get_any_perpendicular_normal() const;

	_FORCE_INLINE_ bool is_point_over(const Vector3 &p_point) const; ///< Point is over plane
	_FORCE_INLINE_ real_t distance_to(const Vector3 &p_point) const;
	_FORCE_INLINE_ bool has_point(const Vector3 &p_point,real_t _epsilon=CMP_EPSILON) const;

        /* intersections */

	bool intersect_3(const Plane &p_plane1, const Plane &p_plane2, Vector3 *r_result=0) const;
	bool intersects_ray(Vector3 p_from, Vector3 p_dir, Vector3* p_intersection)  const;
	bool intersects_segment(Vector3 p_begin, Vector3 p_end, Vector3* p_intersection)  const;

	_FORCE_INLINE_ Vector3 project(const Vector3& p_point) const {

		return p_point - normal * distance_to(p_point);
	}

        /* misc */

	Plane operator-() const { return Plane(-normal,-d); }
	bool is_almost_like(const Plane& p_plane) const;

	_FORCE_INLINE_ bool operator==(const Plane& p_plane) const;
	_FORCE_INLINE_ bool operator!=(const Plane& p_plane) const;
	operator String() const;

	_FORCE_INLINE_ Plane() { d=0; }
	_FORCE_INLINE_ Plane(real_t p_a, real_t p_b, real_t p_c, real_t p_d) : normal(p_a,p_b,p_c), d(p_d) { };

	_FORCE_INLINE_ Plane(const Vector3 &p_normal, real_t p_d);
	_FORCE_INLINE_ Plane(const Vector3 &p_point, const Vector3& p_normal);
	_FORCE_INLINE_ Plane(const Vector3 &p_point1, const Vector3 &p_point2,const Vector3 &p_point3,ClockDirection p_dir = CLOCKWISE);


};



bool Plane::is_point_over(const Vector3 &p_point) const {

	return (normal.dot(p_point) > d);
}

real_t Plane::distance_to(const Vector3 &p_point) const {

	return (normal.dot(p_point)-d);
}

bool Plane::has_point(const Vector3 &p_point,real_t _epsilon) const {

	float dist=normal.dot(p_point) - d;
	dist=ABS(dist);
	return ( dist <= _epsilon);

}

Plane::Plane(const Vector3 &p_normal, real_t p_d) {

	normal=p_normal;
	d=p_d;
}

Plane::Plane(const Vector3 &p_point, const Vector3& p_normal) {

	normal=p_normal;
	d=p_normal.dot(p_point);
}

Plane::Plane(const Vector3 &p_point1, const Vector3 &p_point2, const Vector3 &p_point3,ClockDirection p_dir) {

	if (p_dir == CLOCKWISE)
		normal=(p_point1-p_point3).cross(p_point1-p_point2);
	else
		normal=(p_point1-p_point2).cross(p_point1-p_point3);


	normal.normalize();
	d = normal.dot(p_point1);


}

bool Plane::operator==(const Plane& p_plane) const {

	return normal==p_plane.normal && d == p_plane.d;
}

bool Plane::operator!=(const Plane& p_plane) const {

	return normal!=p_plane.normal || d != p_plane.d;

}

#endif // PLANE_H

